TFTD Extender


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#21 darkestaxe

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Posted 08 July 2012 - 08:40 PM

For some reason having Alternate Tech Tree={0,1,2} results in aqua plastics haveing no reaserch requirements, meaning you can reaserch it at the begining like medikit/gauss weapons/motion scanner.  Alternate Tech Tree=3 works correctly however and aqua plastics becomes available for reaserch when it's in the general stores. Since it happens with Alternate Tech Tree=0 I assume some other mod/fix is actually causing it to happen in the first place.

#22 localhosed

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Posted 08 July 2012 - 09:44 PM

I don't think I had aqua plastics appear that way. I have been using tech=1 and started a new game and only saw aqua plastics available after the first sub recovery like usual.

Edit : Hmm..No, I think I am confused about the tech tree. Now that I read what the tftdextender tech changes do, I'd like to use tech=3, i'll see how it goes.

I haven't modified research.dat or the exe as far as research goes, only using combomod otherwise.

#23 localhosed

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Posted 09 July 2012 - 02:13 AM

New game, combomod, tftdxtender latest patch. aqua plastics isn't available for research when i have aqua plastics in stores (8) and tech=3 in the INI. This missdat is from the sub recovered that had 8 aqua plastics. A landed gillman sub. (escort). Savedgame is afterward.

I like the sound of the other research tree changes in tftdextender.

Attached Files



#24 Tycho

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Posted 09 July 2012 - 10:23 AM

One thing I should make clear: once you choose a level of the tech tree mods to start with, some of the changes will be saved in the game files.  Changing the tech level option later won't undo these changes as the game loads the data from the files after the extender has applied all of its changes.  They only way to undo or alter these changes would be to edit the dat files of the saved game.  I added more explanation to the INI readme file and changed the INI entry to be "Start with Alternate Tech Tree=0"

Hoever, I rearranged a few of the commands which I think will resolve some issues.  I did some quick tests and they seem to work.
Thanks for all your feedback and help guys!

update: new patch version is available.  See new entries in this topic. Thanks for supporting TFTDextender!

Edited by Tycho, 16 July 2012 - 02:29 AM.


#25 Tycho

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Posted 09 July 2012 - 10:53 AM

View PostNilex, on 08 July 2012 - 03:41 PM, said:

Hello from an 30yr guy riding the nostalgia wave Posted Image I'm experiencing a crash but I'll get to that little later.

Firstly i would like to express my overwhelming gratitude for the guys responsible for UFO/TFDT extenders which make the game playable for me again. Amazing stuff u did. I'm sure i speak on behalf of many more Posted Image .

Thanks, Nilex.  I'm glad its useful.  Posted Image.

I checked into your crash.  It's not anything to do with extender as I loaded your game up with the plain patched executable and it crashed as well.  As much as I can tell, the game generated some bad data about that site.  Not much that can be done about that.  I let the sub take off and land again and I was able to start a battle at the new site with no problems.  Does this type of error happen often?

#26 Nilex

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Posted 09 July 2012 - 06:28 PM

Thanks man for checking into it Posted Image Arigato + bow down head
It's been a decade since i last played it but i don't recall that problem appearing on DOS. Altho this is GOLD version now so it's probably different. I'm only playing it a short while (GAME_4 is all i got so far) so i can't tell. I will report later when i have more information however.
For now, I'll try reloading before site-1 appears and until it loads properly. My mild OCD wont let me any other way... :)

#27 localhosed

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Posted 09 July 2012 - 08:14 PM

View PostTycho, on 09 July 2012 - 10:23 AM, said:

One thing I should make clear: once you choose a level of the tech tree mods to start with, some of the changes will be saved in the game files.  Changing the tech level option later won't undo these changes as the game loads the data from the files after the extender has applied all of its changes.  They only way to undo or alter these changes would be to edit the dat files of the saved game.  I added more explanation to the INI readme file and changed the INI entry to be "Start with Alternate Tech Tree=0"

Hoever, I rearranged a few of the commands which I think will resolve some issues.  I did some quick tests and they seem to work.
Thanks for all your feedback and help guys!

What commands and what  issues? I tested this DLL (1.03p3) with unmodded TFTD but didn't know what to look for. If you were responding about aqua plastics, with this DLL, it was the same for me. I started a new game and downed a sub, recovered it with 8 aqua plastics but the research was not available once I had the plastics in stores. Magnetic Navigation and Ion Beam Acceleration were available because of recovered sub(s) though. Those have been working in my game since 1.03 .
I think I might be able to use  a savegame editor to enable that in the mean time.

#28 Tycho

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Posted 09 July 2012 - 11:27 PM

View Postlocalhosed, on 09 July 2012 - 08:14 PM, said:

What commands and what  issues? I tested this DLL (1.03p3) with unmodded TFTD but didn't know what to look for. If you were responding about aqua plastics, with this DLL, it was the same for me. I started a new game and downed a sub, recovered it with 8 aqua plastics but the research was not available once I had the plastics in stores. Magnetic Navigation and Ion Beam Acceleration were available because of recovered sub(s) though. Those have been working in my game since 1.03 .
I think I might be able to use  a savegame editor to enable that in the mean time.

Did you change the line for Tech Tree in the INI?

As for changes, there were lines in the executable that set the bytes for sub construction so that it could not be researched when found, which I removed so that my changes in the mod would take effect.  Why the programmers needed to include these line of code is a mystery to me.  I sent you a personal message that explained how to edit the file to manually set the bytes for sub construction to the correct values.

As a good rule of thumb: any item  that a mod or patch makes available when found will have those options stored in the RESEARCH.DAT file.  If you lower the Alternate tech option to a level that would undo those changes, it won't apply for already saved games as the saved game information gets read after Extender makes its modifications.

Edited by Tycho, 16 July 2012 - 02:34 AM.


#29 darkestaxe

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Posted 10 July 2012 - 03:00 AM

I think TFTDExtender is more then complete and usable enough to be in the TFTD downloads section here on strategycore and under utilities on the Ufopedia. Why reserve it for people who are actually on the forums when theres probably hundreds that would use it if they knew about it.

#30 localhosed

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Posted 10 July 2012 - 08:56 PM

I think maybe a good way to let people know about it is in this thread on steam forums :
http://forums.steamp...d.php?t=1146530

But I decided not to post there about it because Tycho has some additions to the readme coming up. But what do you think, Tycho?
If I were to advertise now I would maybe post suggestions for a 'most compatible for most users' INI setup, since for me the game blackscreens (won't run) fullscreen (the current default) without  D3D=1 .  New or casual users might get frustrated if they have problems like that, coming straight from a new steam install. But I really don't know what works best for most people.

I think those things for the readme will be important for people who are new to tftdextender and INI editing in general. And maybe have just bought TFTD and don't remember much about the game.

But I think around now is a good time for TFTDExtender to be known as much as possible, since in around 3 months the new firaxis game will be getting attention, and Openxcom steadily grows. (on the other hand, I think TFTD support is not a high priority for openxcom right now..)

...There's also a post for the excellent Xcomutil 9.7 there :  http://forums.steamp...d.php?t=1113400  
, which I thought had a down official website, but it seems to be back up now.

#31 Tycho

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Posted 10 July 2012 - 09:37 PM

If you want to mention the Extender on any forums, be my guest.  I've mentioned it on a few.  It always helps to let people know what works for you as a way to show how people can customize it to their needs/liking.   For example, I have never need to use the D3D as the basic video pitch setting was just fine.  I'd be curious to know how many people have to run D3D.

#32 Bomb Bloke

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Posted 11 July 2012 - 09:50 AM

With the pitch fix, the top and bottom of the screen is pushed outside of my display as it can't handle the 8:5 aspect ratio (... though I've played enough that I don't really need to see the buttons to know what they do). Some LCDs just aren't that flexible. At least mine will try 320x200, most modern ones just flat out won't do it.

The D3D fix is slower, and causes my screen to go into a 4:3 resolution - the game window isn't stretched to fit, meaning it's letterboxed, but everything is at least visible. Alongside the slight slowdown, the scaling effect means the pixels aren't square, so things seems to change shape slightly as they move or the screen scrolls (very noticeable on the mouse pointer). So I'd recommend just using the pitch fix when possible then getting folks to switch to D3D if it doesn't work.

Better to encourage people to tweak the settings then use a pre-defined set, otherwise, where's the fun?  :)

I wouldn't mind putting the extender in our files section, but at the moment I can't... since the recent site upgrade Pete hasn't had time to set up access. With any luck that'll be sorted in a week or so.  :)  (This means I can't post updates for my own kit currently either... unless I embed them in a forum post or something, but I'm too lazy to do that then clean it up later  ;) ).
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#33 Tycho

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Posted 11 July 2012 - 01:15 PM

BB, what OS do you run when playing?

#34 localhosed

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Posted 11 July 2012 - 09:49 PM

I can run without video pitch=1 but haven't tested it other than that. Can't run without d3d=1 after more testing today. I'm on a radeon 6850 with catalyst 12.3(?) on windows 7 64-bit on a 16:10 1680x1050 LCD display .
I can't fix the maybe wrong screen ratio, even with the screen ratio INI setting , it is irregular with any setting I have tried and any screen resolution, any monitor scaling (on/off/match screen ratio ,  gpu scaling on/off)some rows and columns are irregularly thinner than others at the best case. IIRC seb76 might have said something about it being necessary or side effect of D3D=1..I don't remember.

.. VirtualBox might run TFTDextender with Windows xp, which would let the simulated monitor use lower resolution.

#35 Tycho

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Posted 11 July 2012 - 11:43 PM

I've been running XPsp3 since the beginning at 1200x800 on an ATI raedon graphics adapter (in my laptop) and have only ever needed video pitch=1. The screen ratio as always been perfect for me.  I have limited exposure to windows Vista or 7.  Do they have the option to run programs in compatibility mode and, if so, have you tried them?

#36 localhosed

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Posted 12 July 2012 - 12:14 AM

I haven't been able to get the CE TFTD executable to run directly using any compatibility settings in Windows 7. Maybe I am forgetting some sort of trick, I don't know. I tried compatibility for windows x sp2, sp3, windows 98/ME, windows 2000, disable visual themes, desktop composition, 256 color mode, admin mode, all settings for all users, nothing seemed to work. I tried the patcher included with unmodded CE TFTD. Same thing. Maybe a different patcher would work, but I like TFTDExtender with Combomod more for now.

Meanwhile in Mega Primus :
Virtualbox using windows 95/98 is the best way to get Apocalypse to work for me, it runs best that way. Under windows xp , you've got to adjust speed and use VDMsound, and possibly mouse speed and installation problems. In Virtualbox with windows 95/98 , rarely it crashes or has garbled sound. And then windows 95/98 just locks-up/crashes more often for no obvious reason compared to windows xp/vista/7/8.

#37 Bomb Bloke

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Posted 12 July 2012 - 10:55 AM

I've never known a computer to correctly display the CE games without either outright killing video hardware acceleration or using a pitch/D3D patch. Think I might've heard of *one* person online getting it to work without any of those tweaks... Out of however many year's worth of posts.

Re Vista/7, there's a special "application compatibility" toolkit in the OS that's separate to the more obvious settings. Blade sussed it out and included a way to configure it for the CE games with his XcomUtil releases (\XcomUtil\Patches\Xcom Vista Patch.exe). This goes as deep as turning off acceleration for the games, so putting aside timer issues this allows Vista/7 to run the games pretty much perfectly without the use of loaders.

I have two machines, an XPProSP2 desktop (the "workhorse") and a 7 laptop. The XP machine can display the game perfectly using just the pitch fix if I switch the monitor to a more versatile one (eg, a CRT); I suspect that if the usual display didn't try to pretend it can handle 320x200, the game (or video card driver) would sort something out at a higher resolution with a scaler (like D3D mode forces). The 7 machine always scales, pillarboxing a 4:3 image on its wide display - thanks to Blade's OS compatibility tweak the loaders are mostly optional, though extra timer fixes are nice.

Don't know how interested you are but I can pull DxDiag reports for the machines if you like.

Some machines don't really have timer issues. My XP computer doesn't. The 7 computer is more powerful (all-around except in terms of storage and PCI slots), but not so much more that it explains why auto-scrolling is completely unusable regardless of in-game settings. Geoscape speed is more or less acceptable on either unit.

Usually I try to keep loaders and such things out of it, because I don't really "play" the games. I've probably spent far more time coding/documenting related stuff then playing.
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#38 localhosed

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Posted 12 July 2012 - 09:26 PM

I'm very glad to hear that, thank you bomb bloke. I used Bladefirelight's new Xcomutil plenty before, but it has so many features I missed that one. I'll try it out.

In my TFTD CE on windows 7 I noticed that changing the scroll speed in tactical somehow also slows down tile animations, a lot, but it just so happens that when I slow down scroll speed enough that the tile animations look similar to 'normal' speed as in Dos versions, the scrolling is so slow that it can't be used for playing the game.  I wonder what's happening there. I don't know if that is part of CE, or partly something TFTDExtender does or helps along with framerate max INI setting, or neither.

I am pretty sure my LCD monitor can't use resolutions lower than 640x480, as to the hardware explanations for that I don't know. Sometimes low resolution modes don't work because of the video card/os/program, but I forget what I read about that a year or two ago.

Thanks for offering to give me dxdiag reports, but I don't know what I could find or use in them. Unless I have some weird problem later.

#39 localhosed

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Posted 12 July 2012 - 10:22 PM

I used Bladefirelight's xcomutil 'xcom vista patch', It lets the game run with D3D=0. But it seems to override the video pitch=1 fix from TFTDExtender.
The game runs looking normally for about 200 milliseconds and then switches to a bright purple-green-yellow looking palette for GUI elements and then other parts of the game and stays that way.  ..  With Video pitch=0, the game uses that 'messed up' palette immediately.

As a side effect of not using D3D mode, the game uses blurry regular scaling. I remember noticing that before seb76's changes to UFOExtender to handle scaling. Ha ha.

TFTD runs fine without video pitch fix as long as I use D3D=1 in TFTDExtender, though I hadn't tested much, the geoscape menus look fine.

#40 Tycho

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Posted 12 July 2012 - 11:32 PM

The video settings have a tiered system D3D&HQ4x->D3D->HQ4x->video pitch, which determines the scaling ability. That is why I set video pitch to be default.  Most people would need it as a basic requirement and enabling anything else will either work in tandem or preclude the video pitch setting.




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